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Your Dont Starve Together Hot Takes


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I still hate skill sets. Even though I fought hard with others to get Wormwood's into a much better position, I would still enjoy the game without their inclusion. I feel it is a waste of developer time and perpetuates poor design decisions. (Namely the Celestial Portal).

I am eternally grateful though for the devs listening to our feedback though.

El 28/10/2023 a las 22:58, DownloadADuck dijo:

Alguna vez has pensado para ti mismo: "Me gusta/no me gusta esta cosa, pero no creo que nadie más esté de acuerdo..." ¡ponlo aquí!

No juzga las opiniones de otras personas aquí, por favor. Me gustaría que este tema siguiera siendo un espacio seguro para todos.

 

We are halfway through the year and the only thing we have received is QoL and the skill tree. I think we deserve new and bigger things than just small changes. The last biome we saw was the lunar island.

18 hours ago, grm9 said:

crabby hermit's island, seaweeds, salt, moon quay, waterlogged, lunar grotto and archives?

It's literally what I'm saying, all that content you're talking about came out shortly after Lunar Island, 2 years ago and the only thing we've had are reworks, a couple of bosses and a skill tree. To make it more understandable, the "return of them" line of updates has been the most innovative in recent years.

I want to use this thread to vent a little bit about the gaming industry & to also thank Klei for NOT doing this to DST.

Long Story Short Yesterday I decided to Re-install Rainbow Six Siege after not having played it for about 6 months only to discover that it’s not worth playing anymore.

I bought R6 games to enjoy them with my dad, my brother, my sister, her Boyfriend, and my best friend but the entire reason we bought the game was for the Coop Terror Hunt Missions where you attempt to clear a building full of 30 or more hostiles. I discovered yesterday that this mode has been completely removed entirely from the game, yes a staple selling point of the Rainbow Six Franchise (prior to Siege) is now GONE in Favor of 5vs5 PVP.

This is horrible, and it’s scary that the games we purchase can be changed into something completely unrecognizable or useless to you.

I lived through the bygone era of PSOne & N64 etc, where the games we purchased didn’t change to be unrecognizable or have features removed over time.

And the only time I feel like Klei ever truly let me down in this regard, was on the very rare occasions where they completely deleted Disease as a gameplay mechanic or changed the art of a skin I had already purchased for looking the way it had previously.

So again, yeah just a small rant… I think at this age I’m at I’m starting to hate video games, all my life I wanted to be a game designer I wanted to help create products people could enjoy, and it’s depressing to see studios like the guys behind the highly praised and well received award winning game Hi-Fi Rush, still getting completely shutdown by higher ups who weren’t satisfied.

I defiantly do NOT want to be a game designer in a world like that, and I don’t want to buy a game that can have the entire reason I even bought it suddenly ripped out of existence.

This Generation SUCKS, and I just wanted to thank Klei for the entertainment they’ve provided me with their games and with the developers chiming in and interacting with people here on their forums. :wilson_love:
 

Now, please don’t pull a Rainbow Six Siege and remove the only features I play the game for.

I guess the silver lining in this conversation however: is I now can permanently delete siege to free up much needed storage space.

But it is scary to think that if enough players complain about “Wildfires aren’t a fun Gameplay mechanic and should be removed” that sadly there’s a very real chance that could end up removed.

Or if someone stirs up enough stink about how Wendy’s too suicidal and Emo, they’ll change her in-game quotes or worse, pull her character out of existence.

RiP to the few Warbucks mains that were out there I guess? :lol:
 

Point is, I miss the old days where I buy a Sonic the Hedgehog game and don’t have to worry about a certain stage getting completely redesigned cause too many players couldn’t complete it.

Which is ironic when I ask for boss health scaling and changes.

But I need everyone to understand that I never wanted the version others enjoy removed… In this scenario I only asked for additional settings or alternative game modes, without changing or removing what others were enjoying.

1 hour ago, Mike23Ua said:

But it is scary to think that if enough players complain about “Wildfires aren’t a fun Gameplay mechanic and should be removed” that sadly there’s a very real chance that could end up removed.

I think the problem with wildfire is big for those who make megabases, my suggestion would be to make it possible to place an Enlightened Shard on Flingomatics, so that it doesn't need to be replenished, or fix the ice crystaleyezer, so that in summer it doesn't freeze.

10 minutes ago, Cyrefy said:

I think the problem with wildfire is big for those who make megabases, my suggestion would be to make it possible to place an Enlightened Shard on Flingomatics, so that it doesn't need to be replenished, or fix the ice crystaleyezer, so that in summer it doesn't freeze.

Or just making characters mention a wildfire when it occurs with a new quote would go very far in making wildfires fair

Not a DST hot take, but a DS hot take.

I don't really like that every player defaults to connecting three dlcs in one save, and the fact that klei sees this as the norm. Like I wish more people would enjoy a Shipwrecked only world, and mostly a Hamlet only world.

I always go in chats and forums to say things like gold and silk being super valuable and hard to find in Hamlet and every time they are like "Bro just go to RoG" DUDE I DON'T WANT TO CONNECT THE WORLDS.

Yes you can have a three dlc world and doing so is amazing an fun, but from time to time I wish more people would willingly restrain from doing so and experience Hamlet like we did back in the beta when there was no silly string.

Also did you know you can have RoG worlds with SW, and SW worlds with HAM, but you can't turn off SW nor RoG when making a Hamlet world?

Really, you can only turn off "higher DLCs" than the one you are starting in, but not the ones lower. The only way I found to have a Hamlet exclusive world was to uninstall RoG and SW in the steam menu, then create a World save. This should be a vanilla option!.

Also why is the H in hamlet worlds pink? I want my green back!!!

image.png.8046a03e2e23587994c5569ddb5578c2.png

Don’t Starve & Don’t Starve Together lure players in with some heavy false advertisement.. and that really makes me quite frustrated.

“Explore randomly generated worlds that hates you & wants you to die.”

Except that this game is in fact NOT randomly generated, and Klei even went so far as to completely remove some of what originally had gave it a bit of random generation feeling to it (making resources no longer spawn in other biomes outside of the biome they’re known to spawn in)

You (the player) over a very absurdly long period of time can uproot every type of turf in the game and relocate most resources whereever you want them.. 

Want to put Grass Tufts in a Swamp? There’s nothing stopping you, want to uproot all the swamp biome turf and replace that with forest turf? There’s nothing stopping you…

DSTs “randomly generated worlds” have become far to predictable…

As just an example: I know not to ever look for Gold Ore boulders when walking through a swamp because they’re just not going to spawn there.

But it’s 2024 now and im pretty sure the technology has to exist at Klei studios to give us “much more randomized” world Gen.

Klei probably needs to play games like the Multiplayer on Dragon Age Inquisition, Soul Knight, or Guidus to get a better sense of what Randomly generated even actually means….

We don’t get these predictable biomes, are the same set pieces over and over again, sometimes you’ll start a match where the world has different effects going on (in the RogueLite world we call these Map Modifiers) these are meant to guarantee that things are in fact: Randomly Generated!

In Spelunky 2 sometimes you can get levels that spawn in darkness.

In Dragon Age one of the map modifiers can cover the randomly generated map you’ll be exploring and killing monsters within in a thick poisonous fog.

Klei’s content updates instead opt to give players “mega-base luxeries” new super late game (but also still completely optional) “Raid Boss Challenges”, & Tiny Bit Sized Content updates like Moon Quay content that’s tucked away in some obscure corners of the game world map.

It makes me so sad not to see DS/DST crank the “explore randomly generated worlds” promise up to 11…

Even though DS/DSTs cast of charming little characters, mobs and abilities make it one of my favorite game franchises, it’s never going to be my go to choice game if I want to actually explore randomly generated worlds with randomly generated global weather challenges, map modifiers, mobs trying to kill me etc…

47 minutes ago, Mike23Ua said:

Don’t Starve & Don’t Starve Together lure players in with some heavy false advertisement.. and that really makes me quite frustrated.

“Explore randomly generated worlds that hates you & wants you to die.”

Except that this game is in fact NOT randomly generated, and Klei even went so far as to completely remove some of what originally had gave it a bit of random generation feeling to it (making resources no longer spawn in other biomes outside of the biome they’re known to spawn in)

You (the player) over a very absurdly long period of time can uproot every type of turf in the game and relocate most resources whereever you want them.. 

Want to put Grass Tufts in a Swamp? There’s nothing stopping you, want to uproot all the swamp biome turf and replace that with forest turf? There’s nothing stopping you…

DSTs “randomly generated worlds” have become far to predictable…

As just an example: I know not to ever look for Gold Ore boulders when walking through a swamp because they’re just not going to spawn there.

But it’s 2024 now and im pretty sure the technology has to exist at Klei studios to give us “much more randomized” world Gen.

Klei probably needs to play games like the Multiplayer on Dragon Age Inquisition, Soul Knight, or Guidus to get a better sense of what Randomly generated even actually means….

We don’t get these predictable biomes, are the same set pieces over and over again, sometimes you’ll start a match where the world has different effects going on (in the RogueLite world we call these Map Modifiers) these are meant to guarantee that things are in fact: Randomly Generated!

In Spelunky 2 sometimes you can get levels that spawn in darkness.

In Dragon Age one of the map modifiers can cover the randomly generated map you’ll be exploring and killing monsters within in a thick poisonous fog.

Klei’s content updates instead opt to give players “mega-base luxeries” new super late game (but also still completely optional) “Raid Boss Challenges”, & Tiny Bit Sized Content updates like Moon Quay content that’s tucked away in some obscure corners of the game world map.

It makes me so sad not to see DS/DST crank the “explore randomly generated worlds” promise up to 11…

Even though DS/DSTs cast of charming little characters, mobs and abilities make it one of my favorite game franchises, it’s never going to be my go to choice game if I want to actually explore randomly generated worlds with randomly generated global weather challenges, map modifiers, mobs trying to kill me etc…

Have we gone full circle now? I first discovered you when you were initially popping off about this. Jeez, what a time we live in!

14 hours ago, Mike23Ua said:

Except that this game is in fact NOT randomly generated, and Klei even went so far as to completely remove some of what originally had gave it a bit of random generation feeling to it (making resources no longer spawn in other biomes outside of the biome they’re known to spawn in)

I noticed this change just a few weeks ago and it instantly made me install several mods from workshop just to create back a similar experience from the former randomness I enjoyed so much [Just so many funny mobs against mobs fights to watch when the biomes clash!]

I love almost everything about the choice of melodies for the character's voice files, but with one single exception: I don't understand why the drowning-"voice" file melodies sound the way they do. For me this always sounds oddly "cheerful", although I suppose it's kind of meant to resemble upcoming panic from trying to stay at the surface to breath / trying to not accidently breath under water.

I'm sorry but there's no way this has more than 5 minutes of thought behind it

21 hours ago, Mike23Ua said:

Except that this game is in fact NOT randomly generated

The game has preset biomes that generate next to each other randomly, and inside the biome there are a lot of random setpieces that can show up. This is about as random as it gets while still having different biomes. Think of it like rooms in any other rougelike, the rooms are randomly connected to each other, and they may have random enemies inside them, but the rooms' layouts itself are usually preset

21 hours ago, Mike23Ua said:

I know not to ever look for Gold Ore boulders when walking through a swamp because they’re just not going to spawn there

I honestly fail to see how this is a bad thing. If I want gold I look for a moseic, if I want tentacle spikes I look for a swamp. If anything could spawn anywhere the game would be way too rng based an unfun because why strategically decide how to manage your time and recources to decide if you should explore a swamp or a moseic if both of them can have gold, or both of them can have tentacle spikes or pig skin or anything

21 hours ago, Mike23Ua said:

Klei’s content updates instead opt to give players “mega-base luxeries” new super late game (but also still completely optional) “Raid Boss Challenges”, & Tiny Bit Sized Content updates like Moon Quay content that’s tucked away in some obscure corners of the game world map

Yes. People play the game differently than you. Different people would like to see different aspects of the game be expanded on.

Also moon quay is probably the most isolated place in the world, everything else(except maybe the atrium, tough there is a single boss thats pretty lategame so one could argue its hiddenness is purposeful difficulty) can be found by using features the game provides(even mq has painted seastacks around it in the beta).

21 hours ago, Mike23Ua said:

It makes me so sad not to see DS/DST crank the “explore randomly generated worlds” promise up to 11…

You can crank that to 11 any time. DS's world options make anything spawn anywhere, see how it goes if there are no clearly distinct biomes and everything is everywhere

33 minutes ago, Retepeter said:

I'm sorry but there's no way this has more than 5 minutes of thought behind it

The game has preset biomes that generate next to each other randomly, and inside the biome there are a lot of random setpieces that can show up. This is about as random as it gets while still having different biomes. Think of it like rooms in any other rougelike, the rooms are randomly connected to each other, and they may have random enemies inside them, but the rooms' layouts itself are usually preset

That's true, and it is a good thing as it is, but I think thar Mike was mostly referring to how on the highest-amount option the mobs and stuff was spawning outside of the biomes, when this behaviour seems to have been removed from DST at one point. (probably because of lagging on multiplayer servers? I don't know. I see if it was done for this reason it makes sense, but it's a just a little bit sad as it removes a little bit randomness that some players like.)

2 hours ago, NPCMaxwell said:

That's true, and it is a good thing as it is, but I think thar Mike was mostly referring to how on the highest-amount option the mobs and stuff was spawning outside of the biomes, when this behaviour seems to have been removed from DST at one point. (probably because of lagging on multiplayer servers? I don't know. I see if it was done for this reason it makes sense, but it's a just a little bit sad as it removes a little bit randomness that some players like.)

It’s not a little bit of randomness that I enjoy, it’s ALOT of Randomness that I Enjoy, and it’s ultimately the deciding factor on what makes me purchase a game or not.

I want a game that every single time I sit down to play it it’s a different and unique experience each time.

And I can even PROVE how games and Modes that are like this, are in fact actually quite popular, Teenage Mutant Ninja Turtles Shredders Revenge has a DLC called Dimension Shellshocked.

What does this DLC do? Well it adds a RogueLike survival game mode to a game that was always about the story and scripted enemy layout.

The “Shell-Shocked” DLC removes the players ability to become familiar with the level their in and where enemies spawn, by randomizing the levels and what enemies spawn in them, there’s also random ability choices you can pick from at the end of each round.

Anyway the point is that a game that was NOT a RogueLite and had a scripted story campaign, got a paid DLC expansion that game mode that WAS Roguelike, that added the random level layouts, mob encounters, map modifiers, etc that are so commonly associated with that type of game genre.

When it comes to DST we have several world Pre-Sets (like Relaxed Mode, Survival & Lights Out) but those presets don’t shake up the core gameplay enough to actually matter…

Lights Out should have unique new mob behaviors, maybe even exclusive night based mobs to the mode, etc.

And if I pick “Highly Randomized” then the game should respect that choice and randomize everything.

So what if I find a tiny swamp biome in the middle of my forest? or if Pig King isn’t at the end of his cobblestone road for once?

Thats the entire point, the entire sales purpose of “explore randomly generated worlds” 

Is it wrong for me to have patiently waited all these years for DST to get more of that?

Right now I feel like the Klei devs are those medical salesmen who went around in wagons claiming they had “cure all potions” I feel scammed.. :( 

And without having to buy a PC and install mods, I can easily tell Klei a few ways to fix this.

For example imagine if what we could or could not craft in a game world was randomized (like pressing the randomize button on TMNTs arcade mode that flips all the optional settings for you)

Imagine if you started your world in winter, and couldn’t craft a thermal stone- You’d have to rely on campfires and bunny earmuffs for most the season right?

Imagine if we could toggle the damage of each individual mob within the game and also have an optional setting that highly randomized THAT too.

It would be hilarious if my randomly picked presets ended up being something like:

10% damage from Pigmen, 100% damage (instant death) from small birchnutter minion.

Klei only gives us the option to take 40% less, normal, or 40% more damage from all sources that can damage you (mobs, temperature, hunger)

I want a more randomized game…

And if I’m never getting that I want the Klei developers to chime in on this thread and inform me that DST isn’t that type of game anymore, and I need to look elsewhere to get the kind of fun I’m craving for.

for people who don’t like “highly randomized” whatever- keep playing in your boring predictable worlds, but for me and other folks like me, Crank things up to 11 in a new preset that actually and truly does Randomize more settings!

16 minutes ago, Mike23Ua said:

It’s not a little bit of randomness that I enjoy, it’s ALOT of Randomness that I Enjoy, and it’s ultimately the deciding factor on what makes me purchase a game or not.

I want a game that every single time I sit down to play it it’s a different and unique experience each time.

And I can even PROVE how games and Modes that are like this, are in fact actually quite popular, Teenage Mutant Ninja Turtles Shredders Revenge has a DLC called Dimension Shellshocked.

What does this DLC do? Well it adds a RogueLike survival game mode to a game that was always about the story and scripted enemy layout.

The “Shell-Shocked” DLC removes the players ability to become familiar with the level their in and where enemies spawn, by randomizing the levels and what enemies spawn in them, there’s also random ability choices you can pick from at the end of each round.

Anyway the point is that a game that was NOT a RogueLite and had a scripted story campaign, got a paid DLC expansion that game mode that WAS Roguelike, that added the random level layouts, mob encounters, map modifiers, etc that are so commonly associated with that type of game genre.

When it comes to DST we have several world Pre-Sets (like Relaxed Mode, Survival & Lights Out) but those presets don’t shake up the core gameplay enough to actually matter…

Lights Out should have unique new mob behaviors, maybe even exclusive night based mobs to the mode, etc.

And if I pick “Highly Randomized” then the game should respect that choice and randomize everything.

So what if I find a tiny swamp biome in the middle of my forest? or if Pig King isn’t at the end of his cobblestone road for once?

Thats the entire point, the entire sales purpose of “explore randomly generated worlds” 

Is it wrong for me to have patiently waited all these years for DST to get more of that?

Right now I feel like the Klei devs are those medical salesmen who went around in wagons claiming they had “cure all potions” I feel scammed.. :( 

And without having to buy a PC and install mods, I can easily tell Klei a few ways to fix this.

For example imagine if what we could or could not craft in a game world was randomized (like pressing the randomize button on TMNTs arcade mode that flips all the optional settings for you)

Imagine if you started your world in winter, and couldn’t craft a thermal stone- You’d have to rely on campfires and bunny earmuffs for most the season right?

Imagine if we could toggle the damage of each individual mob within the game and also have an optional setting that highly randomized THAT too.

It would be hilarious if my randomly picked presets ended up being something like:

10% damage from Pigmen, 100% damage (instant death) from small birchnutter minion.

Klei only gives us the option to take 40% less, normal, or 40% more damage from all sources that can damage you (mobs, temperature, hunger)

I want a more randomized game…

And if I’m never getting that I want the Klei developers to chime in on this thread and inform me that DST isn’t that type of game anymore, and I need to look elsewhere to get the kind of fun I’m craving for.

for people who don’t like “highly randomized” whatever- keep playing in your boring predictable worlds, but for me and other folks like me, Crank things up to 11 in a new preset that actually and truly does Randomize more settings!

We TRULY have gone back in time, oh my :o

37 minutes ago, Mike23Ua said:

It’s not a little bit of randomness that I enjoy, it’s ALOT of Randomness that I Enjoy, and it’s ultimately the deciding factor on what makes me purchase a game or not.

I want a game that every single time I sit down to play it it’s a different and unique experience each time.

And I can even PROVE how games and Modes that are like this, are in fact actually quite popular, Teenage Mutant Ninja Turtles Shredders Revenge has a DLC called Dimension Shellshocked.

What does this DLC do? Well it adds a RogueLike survival game mode to a game that was always about the story and scripted enemy layout.

The “Shell-Shocked” DLC removes the players ability to become familiar with the level their in and where enemies spawn, by randomizing the levels and what enemies spawn in them, there’s also random ability choices you can pick from at the end of each round.

Anyway the point is that a game that was NOT a RogueLite and had a scripted story campaign, got a paid DLC expansion that game mode that WAS Roguelike, that added the random level layouts, mob encounters, map modifiers, etc that are so commonly associated with that type of game genre.

When it comes to DST we have several world Pre-Sets (like Relaxed Mode, Survival & Lights Out) but those presets don’t shake up the core gameplay enough to actually matter…

Lights Out should have unique new mob behaviors, maybe even exclusive night based mobs to the mode, etc.

And if I pick “Highly Randomized” then the game should respect that choice and randomize everything.

So what if I find a tiny swamp biome in the middle of my forest? or if Pig King isn’t at the end of his cobblestone road for once?

Thats the entire point, the entire sales purpose of “explore randomly generated worlds” 

Is it wrong for me to have patiently waited all these years for DST to get more of that?

Right now I feel like the Klei devs are those medical salesmen who went around in wagons claiming they had “cure all potions” I feel scammed.. :( 

And without having to buy a PC and install mods, I can easily tell Klei a few ways to fix this.

For example imagine if what we could or could not craft in a game world was randomized (like pressing the randomize button on TMNTs arcade mode that flips all the optional settings for you)

Imagine if you started your world in winter, and couldn’t craft a thermal stone- You’d have to rely on campfires and bunny earmuffs for most the season right?

Imagine if we could toggle the damage of each individual mob within the game and also have an optional setting that highly randomized THAT too.

It would be hilarious if my randomly picked presets ended up being something like:

10% damage from Pigmen, 100% damage (instant death) from small birchnutter minion.

Klei only gives us the option to take 40% less, normal, or 40% more damage from all sources that can damage you (mobs, temperature, hunger)

I want a more randomized game…

And if I’m never getting that I want the Klei developers to chime in on this thread and inform me that DST isn’t that type of game anymore, and I need to look elsewhere to get the kind of fun I’m craving for.

for people who don’t like “highly randomized” whatever- keep playing in your boring predictable worlds, but for me and other folks like me, Crank things up to 11 in a new preset that actually and truly does Randomize more settings!

I'd welcome those options too! If there is ever a chance of this to be added as a game mode you can sign me up for probably choosing it most of the time (at least with Wilson). I'm sorry for misquoting you earlier, I just thought that maybe it was forgotten by the other user that creatures used to spawn everywhere earlier when using extremly high numbers, so I thought you wanted to remind everyone about that old times too.

28 minutes ago, NPCMaxwell said:

I'd welcome those options too! If there is ever a chance of this to be added as a game mode you can sign me up for probably choosing it most of the time (at least with Wilson). I'm sorry for misquoting you earlier, I just thought that maybe it was forgotten by the other user that creatures used to spawn everywhere earlier when using extremly high numbers, so I thought you wanted to remind everyone about that old times too.

It’s fine, a lot of people often discredit who I am or what I’ve actually done to help influence the gaming industry i may be just some kid (well old man now lol..) but I do have a several decade spanning history of helping to influence games with new ideas, suggestions and features that without my input (and the obvious other extremely talented people who could actually bring those ideas to life) simply would not exist in many of the games you’ve probably played.

I was one of the main influencers back in the day when Borderlands was being created, the Mad Moxxis Underdome DLC (the round based tournament with all the additional crazy modifiers applied that can stack between rounds) yeah some of that was my idea, I can’t take credit for the entire thing.. because before Underdome smaller versions of the arena existed inside the core game in side missions, but several of the crazy modifiers (like vampirism bullets) I helped influence those :) 

I was known as BorderWonderer on those forums, I was known as HunterONtheProwl for the Left 4 Dead forums, I guess you can say I’ve dedicated my entire life to being this anonymous person on video game forums with weird forum names, I don’t think I have ever once used my real name here (it’s against forum rules to disclose anyway haha) 

Without me, my dad, and ultimately the developers who decided to program, code and give our ideas a shot-

WWE games wouldn’t even have title belts the wrestlers could bring out to the ring with them and fight in championship matches for.

Thats just how long of a rather historical if I’m being honest about it, influencing career me and my family have had.

Does that mean that every Idea I come up with is solid gold? Oh absolutely not lol… I’ve made some down right TERRIBLE suggestions before, but I’ll let you in on a secret-

Most the best people have ;) 

But I’m also extremely proud of the ideas I HAVE suggested that worked, like State of Decay 2’s content difficulty sliders.

Those would not exist in SoD at all, if I didn’t just so happen to had been heavily invested into playing Dont Starve while pitching ideas to the SoD devs at that time, I saw this funny little game that had all these settings that you could alter and change like setting the amount of resources that can spawn to none, little, less, default, more, lots more etc..

And I noticed how that heavily impacted my gameplay of DS, and when the SoD forums absolutely Erupted over choosing how hard the difficulty of SoD2 was going to be, I pitched an Idea I saw Klei barely scratching the surface of in DS.

Now there’s Green Zone & Lethal Difficulties in SoD that drastically shake up how you play.

Im not a game designer, I don’t know a single thing about game programming or computer code, I’m just some guy throwing ideas at them like tossing darts at a dart board hoping the ideas stick.

I don’t even get mentioned in the credits of the games I helped to influence, I don’t NEED to be mentioned in the credits.. I feel like the people who actually put in the effort, who went to school, who studied development and learned how to bring those ideas to life beyond just letters typed out on a forum, I feel like Those are the people who deserve all the credit :) And for me, just knowing that my ideas were good enough to be used by these people is all the motivation I need to keep pitching out ideas.

there’s even quite a few things that will be in SoD 3 that I know wouldn’t exist without me pitching the ideas from having played The Division & Red Dead Redemption 2. 

Anyway before I get too far off topic, the TL:DR is I saw an idea in Klei’s game that wasn’t being given its fullest potential, I saw a concept that “Worked” and I pitched it to a company who at the time desperately needing something to quail the forum outcry’s of “Too Easy!” “Too Hard!”

And I’m trying oh dear god have I tried over the years to help Klei see that, hopefully someday all the words I take the time out of my days to type out pay off :) 

12 hours ago, Mike23Ua said:

It’s fine, a lot of people often discredit who I am or what I’ve actually done to help influence the gaming industry i may be just some kid (well old man now lol..) but I do have a several decade spanning history of helping to influence games with new ideas, suggestions and features that without my input (and the obvious other extremely talented people who could actually bring those ideas to life) simply would not exist in many of the games you’ve probably played.

I was one of the main influencers back in the day when Borderlands was being created, the Mad Moxxis Underdome DLC (the round based tournament with all the additional crazy modifiers applied that can stack between rounds) yeah some of that was my idea, I can’t take credit for the entire thing.. because before Underdome smaller versions of the arena existed inside the core game in side missions, but several of the crazy modifiers (like vampirism bullets) I helped influence those :) 

I was known as BorderWonderer on those forums, I was known as HunterONtheProwl for the Left 4 Dead forums, I guess you can say I’ve dedicated my entire life to being this anonymous person on video game forums with weird forum names, I don’t think I have ever once used my real name here (it’s against forum rules to disclose anyway haha) 

Without me, my dad, and ultimately the developers who decided to program, code and give our ideas a shot-

WWE games wouldn’t even have title belts the wrestlers could bring out to the ring with them and fight in championship matches for.

Thats just how long of a rather historical if I’m being honest about it, influencing career me and my family have had.

Does that mean that every Idea I come up with is solid gold? Oh absolutely not lol… I’ve made some down right TERRIBLE suggestions before, but I’ll let you in on a secret-

Most the best people have ;) 

But I’m also extremely proud of the ideas I HAVE suggested that worked, like State of Decay 2’s content difficulty sliders.

Those would not exist in SoD at all, if I didn’t just so happen to had been heavily invested into playing Dont Starve while pitching ideas to the SoD devs at that time, I saw this funny little game that had all these settings that you could alter and change like setting the amount of resources that can spawn to none, little, less, default, more, lots more etc..

And I noticed how that heavily impacted my gameplay of DS, and when the SoD forums absolutely Erupted over choosing how hard the difficulty of SoD2 was going to be, I pitched an Idea I saw Klei barely scratching the surface of in DS.

Now there’s Green Zone & Lethal Difficulties in SoD that drastically shake up how you play.

Im not a game designer, I don’t know a single thing about game programming or computer code, I’m just some guy throwing ideas at them like tossing darts at a dart board hoping the ideas stick.

I don’t even get mentioned in the credits of the games I helped to influence, I don’t NEED to be mentioned in the credits.. I feel like the people who actually put in the effort, who went to school, who studied development and learned how to bring those ideas to life beyond just letters typed out on a forum, I feel like Those are the people who deserve all the credit :) And for me, just knowing that my ideas were good enough to be used by these people is all the motivation I need to keep pitching out ideas.

there’s even quite a few things that will be in SoD 3 that I know wouldn’t exist without me pitching the ideas from having played The Division & Red Dead Redemption 2. 

Anyway before I get too far off topic, the TL:DR is I saw an idea in Klei’s game that wasn’t being given its fullest potential, I saw a concept that “Worked” and I pitched it to a company who at the time desperately needing something to quail the forum outcry’s of “Too Easy!” “Too Hard!”

And I’m trying oh dear god have I tried over the years to help Klei see that, hopefully someday all the words I take the time out of my days to type out pay off :) 

I don't play any of those besides Don't Starve/T though, since I am more of less limited in choosing my games since if I play I usually want to invest time into it, so I rather have a tiny number of games but instead ones that I play regulary / over and over again. But because of this I can sometimes agree with you about the "false invertisment" thing I see in many video games, not just DS. (and it always makes me rather sad....and then glad afterwards that I happened not to have spent the money and time on the game. Not so in DS, which I think is still extremly fun to play, although it would be a thousand times more fun with the random preset)

Still I'm glad people like you are active, after all it is way too easy to run out of ideas or struggle to find new ones. So the people who put the ideas to work are the greatest of course, but those people who push the ideas are as valuable if you ask me. (at least when it comes to getting the games function the way they are in the end). Sadly I am barely playing "modern" computer games and only got into console game last year so there hasn't been much time for me to discover that many different types of games especially those with communities tied to them. DS/T is the only exception of a game I know that I play that has a still active community AND is still in development. But if I happen to play some older game that you happened to influence it would be nice, although I may not know it xP

Too easy and too hard is relative. I for example avoid combat if not necessary in DS/T all the time, so my "favourite" activity whenever I happened to not have followers or some way to escape / distract the enemy is dying. So when it comes to combat "everything" is too difficult for me, but I don't mind much, I usually play games that for example function like Binding of Isaac where imo you can have EXTREMLY lots of fun despite being bad at combat simply by getting lucky with the stuff you get. And then I adore games that have a combat system but where you are not forced to use it. (or that have difficulty settings).

Too easy: There are a handful things in DS I find too easy. Well actually not too easy but missing. (e.g. I often look for mods in the workshop that makes the game more realistic because I love realism in survival), so if possible I try to use mods that introduce actually injuries, sickness, thirst and other stuff. I doubt it would happen but even more then a random preset I would adore a world in which your characters actually physical suffer when their needs being neglected / having more penalties or simply having more stuff to care for. Or more emotional impact on the characters (maybe exclude WX) that causes them anxiety reactions with negative impacts when being alone, and positive impacts when being TOGETHER with at least one other survivor.

17 hours ago, Mike23Ua said:

It’s fine, a lot of people often discredit who I am or what I’ve actually done to help influence the gaming industry i may be just some kid (well old man now lol..) but I do have a several decade spanning history of helping to influence games with new ideas, suggestions and features that without my input (and the obvious other extremely talented people who could actually bring those ideas to life) simply would not exist in many of the games you’ve probably played.

I was one of the main influencers back in the day when Borderlands was being created, the Mad Moxxis Underdome DLC (the round based tournament with all the additional crazy modifiers applied that can stack between rounds) yeah some of that was my idea, I can’t take credit for the entire thing.. because before Underdome smaller versions of the arena existed inside the core game in side missions, but several of the crazy modifiers (like vampirism bullets) I helped influence those :) 

I was known as BorderWonderer on those forums, I was known as HunterONtheProwl for the Left 4 Dead forums, I guess you can say I’ve dedicated my entire life to being this anonymous person on video game forums with weird forum names, I don’t think I have ever once used my real name here (it’s against forum rules to disclose anyway haha) 

Without me, my dad, and ultimately the developers who decided to program, code and give our ideas a shot-

WWE games wouldn’t even have title belts the wrestlers could bring out to the ring with them and fight in championship matches for.

This is certainly a post. It's all well and good being proud of providing feedback, it's nice. Do you think your beliefs are potentially the origin of your frequent frustrations? I'm sorry Mike, but I hope this offers some reassurance to some degree, but people are not thinking about your level of influence as much as you seem to think they are. It's really rude to, yet again, diminish peoples agency. 

If people disagree with you, it's just that, they just disagree, it's no reflection on you and I can absolutely vouch for the fact that people aren't remotely thinking about how much or little you've provided in terms of feedback. People are capable of forming their own opinions, whether you agree with their agreement of your opinions or not. 

Edit: Just to make it a bit clearer; Would you accept the following statement as true? 
'When I was 6 years old, I said to a zookeeper that if any lion attacks me, i'll fight it and i'll win. Since then i've NEVER been attacked by a lion, therefore lions have clearly received my message and won't attack me because they're scared of me.'   TLDR: I said a thing shouldn't happen, and it didn't, this means I have influenced it.

17 hours ago, Mike23Ua said:

I feel like the people who actually put in the effort, who went to school, who studied development and learned how to bring those ideas to life beyond just letters typed out on a forum, I feel like Those are the people who deserve all the credit :) 

... well, obviously. It's not going to be a randomer on the forums is it? :s

6 hours ago, NPCMaxwell said:

I don't play any of those besides Don't Starve/T though, since I am more of less limited in choosing my games since if I play I usually want to invest time into it, so I rather have a tiny number of games but instead ones that I play regulary / over and over again. But because of this I can sometimes agree with you about the "false invertisment" thing I see in many video games, not just DS. (and it always makes me rather sad....and then glad afterwards that I happened not to have spent the money and time on the game. Not so in DS, which I think is still extremly fun to play, although it would be a thousand times more fun with the random preset)

Still I'm glad people like you are active, after all it is way too easy to run out of ideas or struggle to find new ones. So the people who put the ideas to work are the greatest of course, but those people who push the ideas are as valuable if you ask me. (at least when it comes to getting the games function the way they are in the end). Sadly I am barely playing "modern" computer games and only got into console game last year so there hasn't been much time for me to discover that many different types of games especially those with communities tied to them. DS/T is the only exception of a game I know that I play that has a still active community AND is still in development. But if I happen to play some older game that you happened to influence it would be nice, although I may not know it xP

Too easy and too hard is relative. I for example avoid combat if not necessary in DS/T all the time, so my "favourite" activity whenever I happened to not have followers or some way to escape / distract the enemy is dying. So when it comes to combat "everything" is too difficult for me, but I don't mind much, I usually play games that for example function like Binding of Isaac where imo you can have EXTREMLY lots of fun despite being bad at combat simply by getting lucky with the stuff you get. And then I adore games that have a combat system but where you are not forced to use it. (or that have difficulty settings).

Too easy: There are a handful things in DS I find too easy. Well actually not too easy but missing. (e.g. I often look for mods in the workshop that makes the game more realistic because I love realism in survival), so if possible I try to use mods that introduce actually injuries, sickness, thirst and other stuff. I doubt it would happen but even more then a random preset I would adore a world in which your characters actually physical suffer when their needs being neglected / having more penalties or simply having more stuff to care for. Or more emotional impact on the characters (maybe exclude WX) that causes them anxiety reactions with negative impacts when being alone, and positive impacts when being TOGETHER with at least one other survivor.

I’ve actually never played the binding of Isaac but I can defiantly get behind more realism, like in dead by day light, I like how characters that are injured are slowed down and limping, or in Fortnite how using bandages takes a rather lengthy animation of healing up.

It would be cool to be able to disable food healing the player in DST so we actually had to use healing tab items.

 

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